Server Config

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The server config file contains most server configuration settings. It can be found at %APPDATA%\InterstellarRift\server.json.

Hosting

Setting Description Required rebuild Default
ServerName The name that will advertise the server in the server list No IsR Server
MessageOfTheDay The message players will see when they connect to the server No Welcome to IsR Server!
Port The port used for players to connect to the server No 8905
Flags Specific server settings represented as a bit-field: 1 - creative, 2 - indestructable, 4 - no oxygen life loss, 8 - disable pvp, 16 - disable system events, 32 - ignore personal vault limit, 64 - ignore crew vault limit, 128 - ignore fleet vault limit, 1024 - don't check for positional desyncs, 2048 - don't check for gameplay desyncs No 0
GalaxyName The name of the save that will be used or created for the galaxy No andromeda
Password The password needed to connect to the server, this cannot be changed in the config file, it has to be set using the setPassword command. No
AnnounceToMasterServer Whether or not the server will appear in the server list No True

Miscellaneous

Setting Description Required rebuild Default
MaxSpeedupTime How much faster the server might run if it falls behind No 2
ActiveDronesInTileRemovalThreshold The maximum number of drones at a certain location before the get removed No 20

Ghost Clients

Setting Description Required rebuild Default
CreateGhostClients Whether or not ther server will run separate processes so it can save without stalling. No True
GhostClientConsoleVisible Whether or not ghost clients are visible to the user in the form of a console window No False
MaxGhostClientSaveRequestAcknowledgementTimeInSeconds How long the master server will wait for a save request to a ghost client before handling it as a failed request No 5
GhostClientStartCountThreshold How many times a ghost client can be started in GhostClientStartCountResetDurationInSeconds before being prevented from starting for GhostClientPreventStartDurationInSeconds No 10
GhostClientStartCountResetDurationInSeconds No 120
GhostClientPreventStartDurationInSeconds No 300
GhostClientStartCountThresholdEnabled Whether to enable the ghost client start count threshold No True
GhostClientHeartbeatIntervalInSeconds The interval in which heartbeats are sent to ghost clients No 5
GhostClientHeartbeatTimeoutInSeconds After how long a ghost client should be killed when it doesn't respond to heartbeats No 60
GhostClientHeartbeatEnabled Whether to enable ghost client heartbeats No True
MaxTimeToCacheSystemSaveDataInTicks How long to cache save data received from ghost clients, a high number may result in server hiccups when a player logs in or rifts to another system No 100

Saving

Setting Description Required rebuild Default
AutoSaveDelay Time between auto saves in seconds No 300
BackupSaveDelay Time between backups in seconds No 7200
BackupCount Max number of backups before the oldest gets removed No 5
BackupsPath Location where backups are saved No backups

Databases

Setting Description Required rebuild Default
GameDbPath Location of the database that contains ships and stations shipped with the game No game.db
UserDbPath Location of the database that contains ships created by the user No userdb
ServerDbPath Location of the database that contains ships created by players on the server No server
WorkshopDbPath Location of the database that contains ships downloaded from the steam workshop No workshop

Respawn

Setting Description Required rebuild Default
MinimumRespawnCost Minimum player respawn cost in u-nits No 20
MaximumRespawnCost Maximum player respawn cost in u-nits No 50000
RespawnCostPerGigameter Respawn price increase per gigameter from the place of player death to the respawner in u-nits No 1
OutOfSystemRespawnCost Cost of player respawn in another system in u-nits No 100000
LongRangeRespawnThreshold Consecutive player respawns of more than LongRangeRespawnThreshold meter are prohibited for LongRangeRespawnTimerLength seconds No 100000

Auto storage

Setting Description Required rebuild Default
AutoShipStorageInSafeZoneTimerInTicks Ships in safezones will automatically be stored if they are uninhabited for AutoShipStorageInSafeZoneTimerInTicks ticks (20 ticks/second, server only ticks if there are players in the system) No 1728000
AutoShipStorageNotInSafeZoneTimerInTicks Ships not in safe zones will automatically be stored if they are uninhabited for AutoShipStorageInSafeZoneTimerInTicks ticks (20 ticks/second, server only ticks if there are players in the system) No 48384000

Skrill

Setting Description Required rebuild Default
SkrillGroupSpawnChanceOutOf1000 Chance out of 1000 for skrill encounters Rules 25
SkrillHunterSpawnChanceOutOf1000 Chance out of 1000 for skrill hunters to spawn in skrill encounters in tier 1 systems and higher Rules 333
SkrillBomberSpawnChanceOutOf1000 Chance out of 1000 for skrill bombers to spawn in skrill encounters in tier 2 systems and higher Rules 333
SkrillDisruptorSpawnChanceOutOf1000 Chance out of 1000 for skrill disruptors to spawn in skrill encounters in tier 3 systems and higher Rules 200
SkrillGruntMinAmountPerGroup Minimum amount of skrill grunts to spawn per skrill encounter Rules 1
SkrillGruntBaseMaxAmountPerGroup Maximum amount of skrill grunts to spawn per skrill encounter Rules 5
SkrillHunterMinAmountPerGroup Minimum amount of skrill hunters to spawn per skrill encounter, if that encounter contains hunters Rules 1
SkrillHunterBaseMaxAmountPerGroup Maximum amount of skrill hunters to spawn per skrill encounter, if that encounter contains hunters (increases based on skrill faction influence) Rules 3
SkrillBomberMinAmountPerGroup Minimum amount of skrill bombers to spawn per skrill encounter, if that encounter contains bombers Rules 1
SkrillBomberBaseMaxAmountPerGroup Maximum amount of skrill bombers to spawn per skrill encounter, if that encounter contains bombers (increases based on skrill faction influence) Rules 3
SkrillDisruptorMinAmountPerGroup Minimum amount of skrill disruptors to spawn per skrill encounter, if that encounter contains disruptors Rules 1
SkrillDisruptorBaseMaxAmountPerGroup Maximum amount of skrill disruptors to spawn per skrill encounter, if that encounter contains disruptors (increases based on skrill faction influence) Rules 1

NPC stations

Setting Description Required rebuild Default
NPCStation_GT_OreAndMetalMarketSpawnChance Chance for a GT Ore and Metal Market to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_GT_ProducedResourceMarketSpawnChance Chance for a GT Produced Resource Market to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_GT_RareResourcesMarketSpawnChance Chance for a GT Rare Resources Market to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_Locicorp_LogiCorpPrintingStationSpawnChance Chance for a Logicorp Printing station to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_S3_NitrogenMiningFacilitySpawnChance Chance for a S3 Nitrogen Minin Facility to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_S3_AmmunitionFactorySpawnChance Chance for a S3 Amunition Factory to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_S3_WeaponFactorySpawnChance Chance for a S3 Weapon factory to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_HSC_MiningStationSpawnChance Chance for a HSC Mining Station to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_HSC_RefineryStationSpawnChance Chance for a HSC Refinery Station to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_HSC_ProductionStationSpawnChance Chance for a HSC Production station to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_VT_VaultronXT22SpawnChance Chance for a Vaultron XT22 to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_DFT_ScrapTraderSpawnChance Chance for a DFT Scrap Trader to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_DFT_ScrapRefiningSpawnChance Chance for a DFT Scrap Refining Station to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_DFT_BlackMarketSpawnChance Chance for a DFT Black Market to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15
NPCStation_HydroPEX_RiftStationSpawnChance Chance for a HydroPEX Rift Station to spawn in a newly discovered system (from 0 to 1) (only affects new systems) No 0.15

Combat CPU

Setting Description Required rebuild Default
CpuProviderSmallCpu Amount of CPU a small CPU Provider provides No 175
CpuProviderMediumCpu Amount of CPU a medium CPU Provider provides No 275
CpuProviderLargeCpu Amount of CPU a large CPU Provider provides No 375
CpuCostArmorGenerator Amount of CPU a small Armor Generator will use No 15
CpuCostArmorGeneratorMedium Amount of CPU a medium Armor Generator will use No 40
CpuCostArmorGeneratorLarge Amount of CPU a large Armor Generator will use No 115
CpuCostHackingTerminal Amount of CPU a Hacking Terminal will use No 10
CpuCostShieldGeneratorSmall Amount of CPU a small Shield Generator will use No 25
CpuCostShieldGeneratorMedium Amount of CPU a medium Shield Generator will use No 65
CpuCostShieldGeneratorLarge Amount of CPU a large Shield Generator will use No 100
CpuCostAmmoTank Amount of CPU an Ammo Tank will use No 5
CpuCostEmpGenerator Amount of CPU an EMP Generator will use No 20
CpuCostMissileLauncher Amount of CPU a Missile Launcher will use No 20
CpuCostMountedTurret Amount of CPU a Mounted Turret will use No 20
CpuCostFlakCannon Amount of CPU a Flak Cannon will use No 30
CpuCostRailGun Amount of CPU a Rail Gun will use No 35
CpuCostHeavyRailGun Amount of CPU a Heavy Rail Gun will use No 100

Drones

Setting Description Required rebuild Default
MineDroneSpawningEnabled Indicates Whether or not mine drones will spawn No True
TradeDroneSpawningEnabled Indicates Whether or not trade drones will spawn No True
CombatDroneSpawningEnabled Indicates Whether or not combat drones will spawn No True
PirateDroneSpawningEnabled Indicates Whether or not priate drones will spawn No True

Hardened Armor

Setting Description Required rebuild Default
HardenedArmorMaxAmount The maximum amount of Hardened Armor a ship can have No 400
HardeneArmorDecaySpeed The amount of Hardened Armor a ship will lose per tick once it takes damage (20 ticks/second, server only ticks if there are players in the system) No 5
HardenedArmorOfflineTimeInTicks The amount of ticks Hardened Armor will remain offline once it is completely drained (20 ticks/second, server only ticks if there are players in the system) No 3600

Fines

Setting Description Required rebuild Default
DamageFineScale The fines player receive when they deal damage to a protected entity is multiplied by this number No 1
ContrabandFineScale The fines player receive when are caught with contraband is multiplied by this number No 1
GasReleaseFineScale The fines player receive when they release gas in a safe zone is multiplied by this number No 1
LoanFineScale The amount of u-nits the player has to pay in order to pay off a loan is multiplied by this number No 1
HackingFineScale The fines player receive when they try to hack a protected entity is multiplied by this number No 1

Power

Setting Description Required rebuild Default
HydrogenConsumptionScale The amount of hydrogen consumed by Hydrogen Generators is multiplied by this number No 1
SolarPowerScale The amount of power produced by Solar Panels is multiplied by this number No 1
HydrogenPowerScale The amount of power produced by Hydrogen Generators is multiplied by this number No 1
NuclearPowerScale The amount of power produced by Nulear Power Plants is multiplied by this number No 1

Production

Setting Description Required rebuild Default
ExtractorMineSpeedScale The speed at which Extractors mine asteroids is multiplied by this number No 1
RefineryRefineSpeedScale The speed at which Refineries refine materials is multiplied by this number No 1
AssemblerAssembleSpeedScale The speed at which Assemblers produce products is multiplied by this number No 1
ThreeDPrinterPrintSpeedScale The speed at which 3d Printers produce items is multiplied by this number No 1

Tool durability

Setting Description Required rebuild Default
AutoMineCartridgeDurabilityInTicks The time Auto Mine Cartridges can be used in ticks (20 ticks/second, server only ticks if there are players in the system), does not affect tools which already exist. No 864000
AutoProductionCartridgeDurabilityInTicks The time Auto Production Cartridges can be used in ticks (20 ticks/second, server only ticks if there are players in the system), does not affect tools which already exist. No 864000
AutoPrintingCartridgeDurabilityInTicks The time Auto Printing Cartridges can be used in ticks (20 ticks/second, server only ticks if there are players in the system), does not affect tools which already exist. No 864000
AutoDroneControlCartridgeDurabilityInTicks The time Auto Drone Control Cartridges can be used in ticks (20 ticks/second, server only ticks if there are players in the system), does not affect tools which already exist. No 864000
AutoTeleportationCartridgeDurabilityInTicks The time Auto Teleportation Cartridges can be used in ticks (20 ticks/second, server only ticks if there are players in the system), does not affect tools which already exist. No 864000
RiftGeneratorCartridgeDurabilityInUses The amount of times rift generator cartridges can be used, does not affect tools which already exist. No 100
HeatsinkTIDurabilityInTicks The durability of tier 1 Heat Sinks, does not affect tools which already exist. No 14400
HeatsinkTIIDurabilityInTicks The durability of tier 2 Heat Sinks, does not affect tools which already exist. No 43200
HeatsinkTIIIDurabilityInTicks The durability of tier 3 Heat Sinks, does not affect tools which already exist. No 86400
HeatsinkAdvancedDurabilityInTicks The durability of advanced Heat Sinks, does not affect tools which already exist. No 316800
FocussingCrystalTIDurabilityInTicks The time tier 1 Focusing Crystals can be used in ticks (20 ticks/second, server only ticks if there are players in the system), does not affect tools which already exist. No 6912000
FocussingCrystalTIIDurabilityInTicks The time tier 2 Focusing Crystals can be used in ticks (20 ticks/second, server only ticks if there are players in the system), does not affect tools which already exist. No 12096000
FocussingCrystalTIIIDurabilityInTicks The time tier 3 Focusing Crystals can be used in ticks (20 ticks/second, server only ticks if there are players in the system), does not affect tools which already exist. No 17280000
VaultronPassT0SlotsPerPlayer The amount of slots a tier 0 Vaultron pass will add to the vault. In a crew or fleet vault, this number will be multiplied by the number of players in the crew or fleet No 100
VaultronPassTISlotsPerPlayer The amount of slots a tier 1 Vaultron pass will add to the vault. In a crew or fleet vault, this number will be multiplied by the number of players in the crew or fleet No 200
VaultronPassTIISlotsPerPlayer The amount of slots a tier 2 Vaultron pass will add to the vault. In a crew or fleet vault, this number will be multiplied by the number of players in the crew or fleet No 300
VaultronPassTIIISlotsPerPlayer The amount of slots a tier 3 Vaultron pass will add to the vault. In a crew or fleet vault, this number will be multiplied by the number of players in the crew or fleet No 400
PortableBatteryT0MaxPower The amount of power a T0 portable battery can hold. No 25000
PortableBatteryT0ChargeRate The amount of power a T0 portable battery can add to its storage per frame. No 100
PortableBatteryT0DisChargeRate The amount of power a T0 portable battery can discharge per frame. No 25
PortableBatteryT1MaxPower The amount of power a T1 portable battery can hold. No 150000
PortableBatteryT1ChargeRate The amount of power a T1 portable battery can add to its storage per frame. No 250
PortableBatteryT1DisChargeRate The amount of power a T1 portable battery can discharge per frame. No 75
PortableBatteryT2MaxPower The amount of power a T2 portable battery can hold. No 750000
PortableBatteryT2ChargeRate The amount of power a T2 portable battery can add to its storage per frame. No 750
PortableBatteryT2DisChargeRate The amount of power a T2 portable battery can discharge per frame. No 250
PortableBatteryT3MaxPower The amount of power a T3 portable battery can hold. No 2500000
PortableBatteryT3ChargeRate The amount of power a T3 portable battery can add to its storage per frame. No 2250
PortableBatteryT3DisChargeRate The amount of power a T3 portable battery can discharge per frame. No 750

Repair Speed Settings

Setting Description Required rebuild Default
SmallArmorGeneratorExternalRepairSpeedPerTick The amount of armor small armor generators will gain per tick when repaired by any type of drone. (20 ticks/second) No 1
MediumArmorGeneratorExternalRepairSpeedPerTick The amount of armor medium armor generators will gain per tick when repaired by any type of drone. (20 ticks/second) No 10
LargeArmorGeneratorExternalRepairSpeedPerTick The amount of armor large armor generators will gain per tick when repaired by any type of drone. (20 ticks/second) No 20
MinDefaultArmorRepairExternalRepairSpeedPerTick When repaired by any type of drone, ships will gain anywhere between [MinDefaultArmorRepairExternalRepairSpeedPerTick] and [MaxDefaultArmorRepairExternalRepairSpeedPerTick] per tick based on their size. (20 ticks/second) No 1

Miscellaneous server settings

Setting Description Required rebuild Default
RiftCartridgesEnabled Indicates rift cartridges are required to open rifts to systems of tier 1 or higher No True
ShipStorageLimit The maximum mass the store-o-tron will allow people to store No 10000000
PrivateShipStorageLimit The maximum mass the private ship storage hangar will allow people to store No 250000
WarpSpeedScale The speed of all warp levels is multiplied by this number No 1
CrewDisbandTimeInSeconds The amount of time (in seconds) all crew members of a crew have to be offline before the crew disbands No 86400
OverwriteResourcePriceStats Sets the global trade stats of resources. format: {"RT_Iron": {"StandardPrice": 10,"priceDeviant": 10,"StockStandard": 200000,"StockDeviant": 150000,"CanGenerate": true}}" No No default
OverwriteToolPriceStats Sets the global trade stats of tools. format: {"TT_RepairGun_Ammo": {"StandardPrice": 10,"priceDeviant": 10,"StockStandard": 50,"StockDeviant": 25,"StockInitialMin": 1,"StockInitialMax": 3,"AutoGenerateAtStores": false}}" No No default
UpgradeSalvageArmorPerc The amount of damage a ship can have in order for it to be upgraded or salvaged. No 0.9
DeviceDamageResourceLossThreshold The amount of damage a device needs before it will yield less resources in a salvage or upgrade operation. 0 = never lose resources, 1 = only don't lose resources if it is completely healthy No 0.9
DeviceDamageResourceLossMinScale The amount of resources a device will yield if it is completely broken in a salvage or upgrade operation. 0 = don't yield any resources, 1 = yield all resources regardless of damage. No 0.1
SpecificSystemSettings Sets custom settings for specific systems. format: {"Alpha Ventura": {"overrideResourceAbundanty": {"RT_IronOre": {"v": 65536}},"overrideName": "Alpha Ventura"}} No No default

Universe generation

Setting Description Required rebuild Default
MaxUniverseGeneratorGenerationDist Indicates how far the universe will generate from a point between the starter systems. 0 = unlimited No 0
StartUniverseGeneratorSeed The random seed for universe generator No 0

Welcome popup

Setting Description Required rebuild Default
EnableServerWelcomePopup Indicates whether or not players will be greeted with a welcome popup when they connect to the server No False
ServerWelcomePopupMessageTitle The title of the welcome popup people will see when they connect to the server No Welcome Message
ServerWelcomePopupMessageText The body text of the welcome popup people will see when they connect to the server No Welcome Text
ServerWelcomePopupMessageTitleColor The color of the title of the welcome popup people will see when they connect to the server No System.UInt32[]

Desync handling

Setting Description Required rebuild Default
DetailedDesyncInfo Setting used by developers to debug desyncs No False
TrackTimeInTicks Setting used by developers to debug desyncs No 6000
ResyncTriesBeforeServerReload Amount of times the server tries to resync a player before the server reloads the system the desyncing player is in. No 5
TicksAfterSystemLoadForServerReload The amount of ticks the server will not reload, even if players are desyncing. (20 ticks/second, server only ticks if there are players in the system) No 24000
ReconnectCriticalDesyncPlayers Indicates Whether or not players will automatically be reconnected when they desync No True

Faction starter ships

Setting Description Required rebuild Default
RefreshStarterShipsOnStartup Resets the starterships to the default values, removing all custom starter ships No True
FactionStarterShips Specifics of starter ships. No System.Collections.Generic.Dictionary`2[Game.ClientServer.Classes.FactionTypes,System.Collections.Generic.List`1[Game.ClientServer.Classes.FactionStarterShipDetails]]

Derelict ships

Setting Description Required rebuild Default
RefreshDerelictShipsOnStartup Resets the Derelict ships to the default values, removing all custom ships No True
DerelictShipStats Specifics of starter ships. No System.Collections.Generic.List`1[Game.Configuration.ServerConfig+DerelictShipDetails]

Rich asteroid settings

Setting Description Required rebuild Default
RichAsteriodMinTier The minimum tier a system needs to be for it to spawn rich asteroids No 2
RichAsteriodMinTicksForFirstSpawn The minimum amount of time it takes for the first rich asteroid to spawn in ticks (20 ticks/second, server only ticks if there are players in the system) No 1200
RichAsteriodMaxTicksForFirstSpawn The maximum amount of time it takes for the first rich asteroid to spawn in ticks (20 ticks/second, server only ticks if there are players in the system) No 2400
RichAsteriodMinTicksBetweenSpawns The minimum amount of time it takes for consequtive rich asteroid to spawn in ticks (20 ticks/second, server only ticks if there are players in the system) No 24000
RichAsteriodMaxTicksBetweenSpawns The maximum amount of time it takes for consequtive rich asteroid to spawn in ticks (20 ticks/second, server only ticks if there are players in the system) No 48000
RichAsteriodMaxAmount The maximum amount of rich asteroids that can exist in a system simultaniously. No 10